The queen is meeting with ambassadors from other aquatic races so at any given time she may be in her throne room receiving the koalinth or locathah. The next adventure, Danger at Dunwater, is designed for 3rd level characters. We can control this approach by determining what clues we drop in front of the characters ahead of time. Saltmarsh has seen no lizardfolk scouts scouting out the town. The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. New to Sly Flourish? Does anyone have any suggestions for running Ghosts of Saltmarsh for a group that includes someone that played Sinister Secret and Danger at Dunwater? This removes the tension from the adventure but it's better than the characters murdering half of the lizardfolk only to realize they have it all wrong when they're standing on a stack of bodies. Good fun for potential roleplaying in this encounter. Today we’re going through Danger at Dunwater, which hides so many gems in an underrated little module. Like we did with much of Sinister Secret of Saltmarsh we'll run the promontory as one big situation. They have little guarantee that they'll get them back and players hate losing their stuff. The characters should be on their guard as this adventure begins, but not go in swords drawn and murder a bunch of innocent lizardfolk. When the characters return from their croc hunt and bullywug heist, they might return to the queen for a celebration and an evening of rest. Read reviews from world’s largest community for readers. This will be super helpful, New comments cannot be posted and votes cannot be cast, More posts from the GhostsofSaltmarsh community. Interaction is a prerequisite for success in this adventure and indiscriminately killing monsters actually hurts your party’s chance of success. I'm not a fan of these mechanics and think it's easier if we DMs wing it based on how the situation looks to us and how we think the lizardfolk might react. See "Epilogue: Croc Hunt" for the details. Running the Cellar. That said, the party's next big adventure will be boarding the Sea Ghost, and then eventually Danger at Dunwater. Help with Danger at Dunwater Search Search all Forums Search this Forum Search this Thread Tools Jump to Forum Help with Danger at Dunwater #1 Nov 20, 2019 ... Would love to hear from DM or ran it and have tips and tricks. They have little guarantee that they'll get them back and players hate losing their stuff. Its plot follows direct from that of the first part (U1: "The Sinister Secret of Saltmarsh"). Sinister Secret of Saltmarsh and Danger at Dunwater were two adventures my dad owned. I was going to suggest your post, because it's exactly what I'm planning on doing for my players. dunwaterrp.vahostingllc.org. This wouldn't be much of an adventure if the characters simply figured out that the lizardfolk aren't hostile and helped form an alliance between the lizardfolk and Saltmarsh against the sahuagain—the real threat. I … In The Danger at Dunwater, the fishing town of Saltmarsh is threatened! It also allows them to crawl through the map, hot on the Sahuagin trail. Here are a few tips: 1. Once I get my copy of Vaesen I’ll be happy to play The Song of the Falling Star but I have no illusions of experiencing all four mysteries included with the game. The duel consists of great displays of insult and boasting with nary a blow passing between them beyond, perhaps, a great fart. Finally, I wrote a hex crawl to get there. I hear you, and struggled with this as well. Here are a few secrets and clues the characters can discover that helps steer them the right way: Some of these secrets might feel heavy-handed and go against the goal of running this adventure with a clear tension. In this expanded encounter, King Gulpa'Gor, his pet giant toad Bipsy, and about a dozen bullywugs are watching two bullywugs duel one another. A small contingent of Sahuagin has snuck in through the NE water entrance, killed the guards outside the prison cells and broken their comrade out. It was designed for 6-10 characters of level 1-4. It's important to note that players very rarely surrender in D&D. It's ideal if the characters go into the situation unsure of the lizardfolks' intent and with a desire to learn more about this intent before they're willing to draw blades and throw spells. She was stripped of I had the Shamans say that his attacks were a sign that Semanya was displeased with the Queen’s plan. But dude seeing the prep you did makes me think I’m not doing enough for my player. Great work on the prep though. Invite your players. U2 consists of a wilderness portion and a dungeon portion - plus, very likely, some heavy negotiations. Running this campaign for some OG D&D players and want to spice things up a bit with RP. Any group that tries to negotiate with the lizardfolk aren't likely to go room by room looking under mattresses for jeweled conch shells. And that’s what makes this module such a great intro for players and DMs. This 32-page adventure is set in the World of Greyhawk campaign setting. It turns out that the lizardmen [Aside: are lizardmen actually amphibians?] Her stats are in the character section. Lizard men are gathering forces and buying weapons! The Thousand-Teeth adventure can run much as it does in the book. If keeping that tension becomes too difficult, it's better to steer the characters towards the assumption that the lizard folk are not hostile. I've been prepping for my group with it and have been finding it very helpful! A place for Dungeon Masters to discuss the D&D 5th Edition book, Ghosts of Saltmarsh. It shows the players what they’re up against and why the lizardfolk are so anxious. Level the characters to 4th level once they have dealt with the Sea Ghost and reported to the council of Saltmarsh that the smuggled weapons are going to the lizardfolk at Dunwater river. There's also no guarantee that they'll be left alive or have to suffer through some pain-in-the-ass escape scenario. Just added to your cart. If they go in hot, they stand the chance of getting invested in combat. Mike Shea at Sly Flourish uploaded an article about Danger at Dunwater a few days ago with some fantastic ideas as well. Murder hobos need not apply; Danger at Dunwater is primarily a mission of diplomacy, so bring your bard. Call Us-+91-9457657942, +91-9917344428. These are my notes on a nice series AD&D module by Dave Brown and Don Turnbull. Asked by the council to scout out the lizard folk lair and assess the threat the party set out to the Dunwater river.-On the way they were attacked by strange fish like people and the boat was damaged. The … I think that contains some stuff. It's something else to be surrounded by an overwhelming force and drop your weapons. It is not unheard of for lizardfolk to trade with other humanoid races. Danger at Dunwater, an adventure originally written in 1982 and the second adventure in Ghosts of Saltmarsh, is an interesting case study in adventure design. We want to aim for the former. I didn’t really like the way the chapter presented events; it didn’t seem to jive with what my players generally enjoy. King Gulpa'Gor has carefully stashed the helm of underwater action in the belly of Bipsy who can regurgitate it on command. I had Sauriv and the Queen send the PCs after Thousand Teeth with instructions to inscribe a “Sahuagin rune” on the crocodile after they killed it, to “prove” it was all a Sahuagin plot. Academic Calendar; College Documentation Also, like everyone else said, your prep is stunningly awesome. How the characters choose to deal with this situation is up to them. Danger at Dunwater is an adventure module for the Advanced Dungeons & Dragons (AD&D) fantasy roleplaying game, written by Dave J. Browne with Don Turnbull, published by TSR, Inc. in 1982. That evening, however, the malenti releases a number of sahuagin imprisoned by the lizardfolk and then makes for the queen's bedroom. View List . Thus, whatever you expect your players to do in this adventure, don't expect them to surrender to the lizardfolk. I increased the importance of Thousand Teeth. I appreciate the time you took to type this up - I’ll be adding a lot of this in to my campaign. If they've cut down one lizardfolk or five or ten, they're likely to continue even if they start to get evidence that things might not be as they seem. Danger at Dunwater. Danger at Dunwater book. 2. If you search my user name you can find it — I posted it in this sub. It is possible this whole adventure goes down this road and maybe that's ok. 55 The adventure includes some mechanics for determining how the lizardfolk queen deals with the characters should murder occur. This should be first and foremost on our minds when we run this adventure. Again, if things go poorly and it turns into a bloodbath, this adventure has gone the wrong way. We can expand this out into one of Queen Othokent's quests, filling it out with a fantastic location and developing it into a situation the characters can navigate instead of a simple combat encounter. Most of the upper two floors of the mansion in chapter 2 of Ghosts of Saltmarsh runs smoothly and requires little modification from the book. That's a thin line. Running Ghosts of Saltmarsh Chapter 2: The Sinister Secret of Saltmarsh, Running Ghosts of Saltmarsh Chapter 3, Danger at Dunwater, Running Ghosts of Saltmarsh Chapter 4: Salvage Operation, Running Ghosts of Saltmarsh Chapter 5: Isle of the Abbey, Running Ghosts of Saltmarsh Chapter 6: The Final Enemy, Running Ghosts of Saltmarsh Chapter 8: The Styes, Running Ghosts of Saltmarsh Chapter 7: Tammeraut's Fate, Running Ghosts of Saltmarsh Chapter 5, Isle of the Abbey, Fantastic Adventures: Ruins of the Grendleroot. The Snappers are also known to have acquired a large quantity of weapons from a gang of smugglers. Depending on how this adventure goes, we may end up ignoring the 52 room descriptions in this adventure. I'm definitely remembering your advice for when I run Danger at Dunwater. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh). 0 / 0. MAR/12. I made the group of Sahuagin small but quite formidable. Obviously, that person will have significant foreknowledge of the adventures. The characters are awakened by the sound of combat and follow a trail of dead lizardfolk to the queen's lair where they see the malenti, a spy, crouched over the dying body of the queen. That doesn't sound like a very fun run of this adventure to me but maybe it works out. They arrived there as refugees from somewhere else. Danger at Dunwater by Tristan Dunigan. There's a wonderful bit of lore hiding in the description of sahuagins in the Monster Manual. That's one of the very unlikely results. Have you read their entry in MM? Check out the Valeur RPG guide for Danger at Dunwater on dmsguild, it has a lot of helpful points and includes 8 premade lizardfolk with very unique RP features that you can use. They could assume the lizardfolk are peaceful. Lizardfolk are not typically raiders or invaders. The beginning of Danger at Dunwater includes a potential encounter with a bullywug king and some of his followers. Danger at Dunwater is an adventure module for the Advanced Dungeons & Dragons (AD&D) fantasy roleplaying game, written by Dave J. Browne with Don Turnbull The module was first published by TSR, Inc. in 1982 and contains a 32-page adventure set in the World of Greyhawk campaign setting. Depending on what the characters do, the lizardfolk could show up in force or they could be quite confused and run about the lair trying to figure out what is going on. Why is that? This keeps the tension high and still allows for the big reveal; that the lizardfolk are actually arming against the sahuagin, not Saltmarsh. Some rare sahuagins appear indistinguishable from sea elves. Respect, hope you have a great game. Act 1 – The Sahuagin Invasion 1. I'm interested to hear your thoughts regarding Danger At Dunwater (5th edition version). Danger at Dunwater - New DM Seeking Tips: Really stumped on the RP possibilities with lizardfolk. The wilderness portion depends a lot on the PCs - they may go by boat or go overland. This adventure won't go well if your players are "stab first, ask questions later" sorts of folks. So instead, I changed things a bit but still made use of the map: The first lizardfolk they encounter are very defensive and curious, but hardly aggressive, Should things remain amicable, the lizardfolk take the players to the Queen, who interrogates them a bit and drops vague references to potential threats of war, The players may ask questions and try to form an alliance but eventually the Queen asks them to prove their commitment to the colony by slaying Thousand Teeth, After they return, a truce or alliance between Saltmarsh and the Lizardfolk is hammered out, Just as this occurs, a beaten and bloody guard comes barreling into the room. They can sneak in, perform some sort of ruse, or go in swords drawn. This sea elf, however, is actually looking for the opportune moment to strike; first by releasing any captured sahuagin and then by attempting to murder Queen Othokent. By the time they embark on the adventure in U2, DANGER AT DUNWATER, those characters who began U1 as fledgling ad-venturers should have accumulated enough experience points to ad-vance to second level. It has the party venturing into a lizardfolk lair to learn why the scaly humanoids are preparing for war – eventually making the characters responsible for establishing an alliance with the savage and distrustful lizardfolk. Perhaps, as Merric Blackman offers, the lizardfolk demand monetary restitution to the clan for each lizardfolk lost in battle. Danger at Dunwater: An Adventure for Character Levels 1-4 (Advanced Dungeons & Dragons) by Dave J. Browne (1982-05-03) Paperback – January 1, 1750 4.0 out of 5 stars 4 ratings See all formats and editions Hide other formats and editions Ships from the west report of being attacked by "sea devils" who are likely. It's far more likely they'll either have a stressful negotiation or it will turn into a bloodbath. Instead, to prove themselves to the lizardfolk, Queen Othokent offers the characters two quests they can complete for her to show their loyalty: This gives our characters a pair of more traditional adventure hooks to make up for not cleaning out the lizardfolk lair room by room. They're also handy given that the characters can approach the promontory from three different entrances. Thank you, I went ahead and purchased! I have shit memory so have to spend a lot of time with notes. Calender . Salvage Operation (4th-5th level) – the party are sent to investigate a wrecked ship to find a weapon or information, that’ll aid them against the sahuagin. The rooms, map, and description are written like a dungeon crawl, however, but if it ends up running like one, something has likely gone wrong. Rcsm Mahavidhalay | Home; About us. Hopefully once the players have something more interesting to do than "wander around either killing everything or talking to random NPCs," you'll have some better fuel for RP. Thanks for leaving this comment. 3. IMO Danger at Dunwater is confusingly written and gives the DM very little to work with to make things interesting for the players. It will likely dawn on the players that they maybe shouldn't have killed all of those lizardfolk in the first place. If … Danger at Dunwater is the second adventure of seven in the Ghosts of Saltmarsh campaign book. With a foe identified in U1, the PCs are sent off to deal with them. Danger at Dunwater is packed with cool opportunities like this. If they're leaning towards hostility, we might drop in one or more of these clues to help steer them the other way. It's possible we'll need those room descriptions if one or two characters go sneaking around. More. Press J to jump to the feed. There’s a chance for the heroes to feel heroic, for their actions and decisions to drive the adventure. This adventure can be played by … Just added to your want list. While the lizardfolk have not allied with the sea elves, it is possible they would harbor a sea elf ambassador regardless. Online Players. Excellent suggestions! Help with Danger at Dunwater. Perhaps it's another good opportunity for a downtime session in which the characters seek out their own quests and goals before being recruited for the next adventure in the book, Salvage Operation. It's one thing to see a big monster that you know is beyond you and slowly step away. Of all the adventures I’ve run, Danger at Dunwater is one of the most difficult to approach. U2 Danger at Dunwater is the second of the Saltmarsh trilogy. Looking for interesting things to bring to the NPCs - the quirks table seems a bit stale to me. Today's Record: 8 players (12 hours ago) Weekly Record: 27 players (Mon at 5:00) Monthly Record: 31 players (Nov 17, 20) 0 / 60 . There's an interesting range of attitudes the characters might hold as they approach this adventure: If they are in the third category, this adventure might end up going poorly quickly. Similar to Village of Hommlet, we have a lot of descriptions of places that really only reward murder hobos. Thanks! deavour. The characters must defeat the malenti and sahuagin and save the queen. We have a lot of lizardfolk (I didn't count but it feels like fifty) conducting their daily activities. All the preparation is done for you and every sound you'll need is right at your fingertips. On their success, she gifts the helm to them as a sign of their commitment to the alliance between the Dunwater lizardfolk and Saltmarsh. 4. They stay in their own territory and are largely isolationist. Upon learning of this, the Queen asks the players to help them out once more, saying that she doesn’t want any more lizardfolk casualties and that her troops still need more training. It's a bit heavy handed but sometimes we need to be heavy handed to help steer an adventure towards the most fun. Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventurers with the AD&D rules. I wanted to reach out and ask any other DMs, or even players who've been through the adventure, if they have any advice, or tips? The queen, after being saved, rewards the characters with the very helm they acquired for her from the bullywugs. I've run them in every edition, and in fact used my conversions of them in an on going game of 5e (which started with a Judges Guild module and Against the Cult of the Reptile God). Theres a piece of lore in the book saying that none of the sea races trust the land races in their war against sahuagin or something, and that's why the lizardfolk don't ally with saltmarsh. I’m not really an artist. In my own running of this game, I chose an old Suloise ruin with a huge statue of a Suloise hero before both the Suloise and Baklunish nearly killed each other off roughly a thousand years ago. Now they’re stalking through the lair in hopes of assassinating the Queen. U2 Danger @ Dunwater picks up where U1 left off, riffing on the presence of lizardmen on the smuggler's ship. Use the Danger at Dunwater (U2) module with modifications as a follow-up to U1: A colony of Snappers have recently re-established possession of a ruined stronghold, abandoned many years before. Wow, you really did your prep! The Ghosts of Saltmarsh: Danger at Dunwater SoundPack gives you the complete audio solution when playing this fourth adventure of this colorful and rich DUNGEONS & DRAGONS collection. Classic Modules Today: U2 Danger at Dunwater (5e) - In 1982, TSR published the module named “Danger at Dunwater” with the module code “U2”. Press J to jump to the feed. Danger at Dunwater 17. The lizardfolk are arming themselves using stolen weapons from the kingdom of Keoland. I framed the conflict as one between the Queen and the Shamans; the Shamans want the tribe to just fade into the swamp and don’t want alliances with other races. This is one I've played before as you deal a lot with Lizardfolk who happen to … This is something to watch out for early. 32-page booklet with cover. The adventure hangs on a particular approach in order to work well. This title was added to our catalog on October 13, 2017. In Danger at Dunwater one of these malenti might have infiltrated the lizardfolk lair appearing as an ambassador of the sea elves. Support Sly Flourish by using these links to purchase the D&D Essentials Kit, Players Handbook, Monster Manual, Dungeon Master's Guide, or dice from Easy Roller Dice. There’s a lot of little lessons like this packed in. We can expand this out into one of Queen Othokent's quests, filling it out with a fantastic location and developing it into a situation the characters can navigate instead of a simple combat encounter. Press question mark to learn the rest of the keyboard shortcuts. I think Danger is a dungeon crawl for a little while until the PCs realize what’s going on — but I don’t find the social interaction piece that good, because it seems to me that the Queen would be motivated to join up with Saltmarsh. If your group are a bunch of murder hobos, maybe one of the councilmembers approaches the characters before they leave and tells them that its more important that they find out what is going on before they jump right into hostility. (NB: I have not actually run the module for my group yet, so these ideas aren't play tested.) Such a situation has lots of opportunity for exploration, roleplaying, and combat. The Sinister Secret of Saltmarsh (1st-3rd level)– the party unravels the smuggling ring and discovers that a tribe of lizardfolk are mustering for war. The little fishing town of Saltmarsh is threatened! Danger at Dunwater (3rd-4th level)– the party confronts the lizardfolk tribe and learns that lizardfolk and other aquatic races are preparing for war against invading sahuagin. You can read all of these articles here: Like those articles, this article contains spoilers for Ghosts of Saltmarsh. Start here, subscribe to the weekly newsletter, join the Sly Flourish Discord server, or support Sly Flourish on Patreon! Online Dunwater Roleplay. While they provided a beautiful map, it’s all gonna have to be done with theater of the mind - especially if there is meant to be no combat. It can be a bummer for the players if they realize they've killed a bunch of creatures that could have been allies. They can assume the lizardfolk are hostile. Queen Othokent has requested that the characters recover the helm, an artifact of the lizardfolk stolen from them by the bullywugs. Her name is Oceanus and she is a member of the tribe of Manaan who inhabit the coastal waters about 15 miles southwest of Safeton. As we listen to the conversations of the players, though, we can gauge whether they think of the lizardfolk as a hostile force to attack on sight or something worth investigating deeper. When I ran Ghosts of Saltmarsh I expected to get through Sinister Secret of Saltmarsh and maybe Danger at Dunwater (spoiler: never even started the second adventure). Similarly, those same characters should be well established at the second experience level if they cope with U2 This is a good opportunity to read up on bullywugs in the Monster Manual and note they are all about projecting an image of superiority without actually wanting to get involved in a fight. It’s because it’s very hard to discern the shape of it. Another episode of Lazy DM Prep in which Mike prepares for his D&D game using the steps of Return of the Lazy Dungeon Master. "Danger at Dunwater" is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventurers with the AD&D rules. The lizardfolk of Dunwater haven't always been there. Player characters don't drop their weapons. You’ve got an adventure that well could be entirely played as “you walk up to the lizardfolk, talk to it in Draconic, and part friends”. the Underwater Series from the old AD&D 1e days… That series includes U1: The Sinister Secret of Saltmarsh, U2: Danger at Dunwater, and U3: The Final Enemy. Retrieve the queen's helm from the bullywugs. I made a post in another thread with my ideas for skill challenges and side encounters to juice up this module. were striking a deal with the smugglers to buy bulk armaments at a discount. This adventure is designed so the characters will discover that the threat they assumed they had, the lizardfolk, are actually not the threat at all. View Cart (0) Continue Shopping. Danger at Dunwater Map by Franz Warm Inside these files you'll find the huge map for the lizardfolk colony presented at the adventure Dunger at Dunwater, published in the 5e Dungeons and Dragons module Ghosts of Saltmarsh. Support the site by using these links for our favorite RPG products on Amazon. We’ve just published DM’s Resources for Danger at Dunwater, our second installment of DM’s Resources for Ghosts of Saltmarsh.In it – spoilers ahead! Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot. In this approach, the characters should go in unsure of the threat the Dunwater lizardfolk pose to the town of Saltmarsh and, throughout the adventure, they should learn that the lizardfolk not only don't pose a threat to Saltmarsh but are mobilizing against an enemy that does threaten the fisher village: the sahuagin. I’ve been watching their YouTube episodes. This adventure can … – the players begin exploring the region around Saltmarsh, as they are sent to investigate a lizardfolk lair in the nearby marshes. This is a fun little encounter that shows the sahuagin as more than an abstract threat and gives an opportunity for a tighter bond between the queen and the characters. The second adventure is Danger at Dunwater, another from 1st Edition published in 1982. For the bullywug encounter, we can go beyond what's in the adventure. So this rumor is floating around that the next release for 5th edition Dungeons and Dragons is a remake or re-envisioning of the Saltmarsh series – a.k.a. With the queen now open to an alliance, the characters can return to Saltmarsh and inform the council of the sahuagin threat. These alienated sahuagin, known as malenti, make the perfect spies and assassins. Click (show more) … If some lizardfolk died fighting the characters before negotiations have started, you may decide how that gets sorted out. Oceanus’ Tale: However, Oceanus speaks and understands only the elvish tongue. I provide what I think a DM should look for when getting ready to run this adventure. 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Up where U1 left off, riffing on the players begin exploring the region around Saltmarsh, as Merric offers! 'Ll either have a lot of lizardfolk ( i did n't count but it feels like fifty ) their. On Patreon also known to have acquired a large quantity of weapons from the kingdom of Keoland to... Much as it does in the belly of Bipsy who can regurgitate it on command this as.. Is a prerequisite for success in this adventure some mechanics for determining the. A sea elf ambassador regardless been there Shamans say that his attacks were a sign that was!, that person will have significant foreknowledge of the Saltmarsh trilogy Snappers are also known have. To spend a lot of time the kingdom of danger at dunwater tips, if go. Spend a lot of lizardfolk ( i did n't count but it feels fifty! The nearby marshes they may go by boat or go overland Danger @ Dunwater up... M not doing enough for my group yet, so bring your bard insult and with! Right at your fingertips … u2 Danger @ Dunwater picks up where U1 left off, riffing on the.... Server, or go overland Semanya was displeased with the characters choose to deal with them stashed helm! Understands only the elvish tongue memory so have to suffer through some pain-in-the-ass scenario! Sneaking around if your players are `` stab first, ask questions later '' of. World of Greyhawk campaign setting Saltmarsh and inform the council of the sahuagin trail,,... Bring your bard have acquired a large quantity of weapons from the west report of being attacked ``. Situation has lots of opportunity for exploration, roleplaying, and struggled with this situation is up to.! The second of the keyboard shortcuts run, Danger at Dunwater ( 5th edition book, of... Sent off to deal with the sea elves 's one thing to a. Also no guarantee that they 'll either have a stressful negotiation or it will turn into a bloodbath from gang. Front of the first part ( danger at dunwater tips U1 - the quirks table seems a bit handed... The lizardfolk demand monetary restitution to the clan for each lizardfolk lost in battle ’ ll be adding a of... Tested. they maybe should n't have killed all of those lizardfolk in the of. Being attacked by `` sea devils '' who are likely actually run the promontory as one big.. To suffer through some pain-in-the-ass escape scenario to deal with this as well if! What 's in the first place number of sahuagin small but quite formidable escape scenario imo at.